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- using Unity.Collections;
- using Unity.Mathematics;
- using UnityEngine;
-
- namespace UnityEditor.U2D.Animation
- {
- internal class Triangulator : ITriangulator
- {
- public void Triangulate(ref int2[] edges, ref float2[] vertices, out int[] indices)
- {
- TriangulationUtility.Triangulate(ref edges, ref vertices, out indices, Allocator.Persistent);
- }
-
- public Unity.Jobs.JobHandle ScheduleTriangulate(in float2[] vertices, in int2[] edges, ref NativeArray<float2> outputVertices, ref NativeArray<int> outputIndices, ref NativeArray<int2> outputEdges, ref NativeArray<int4> result)
- {
- return TriangulationUtility.ScheduleTriangulate(in vertices, in edges, ref outputVertices, ref outputEdges, ref outputIndices, ref result);
- }
-
- public void Tessellate(float minAngle, float maxAngle, float meshAreaFactor, float largestTriangleAreaFactor, float areaThreshold, int smoothIterations, ref float2[] vertices, ref int2[] edges, out int[] indices)
- {
- TriangulationUtility.Tessellate(minAngle, maxAngle, meshAreaFactor, largestTriangleAreaFactor, areaThreshold, 10, smoothIterations, ref vertices, ref edges, out indices, Allocator.Persistent);
- }
-
- public Unity.Jobs.JobHandle ScheduleTessellate(float minAngle, float maxAngle, float meshAreaFactor, float largestTriangleAreaFactor, float areaThreshold, int smoothIterations, in float2[] vertices, in int2[] edges, ref NativeArray<float2> outputVertices, ref NativeArray<int> outputIndices, ref NativeArray<int2> outputEdges, ref NativeArray<int4> result)
- {
- return TriangulationUtility.ScheduleTessellate(minAngle, maxAngle, meshAreaFactor, largestTriangleAreaFactor, areaThreshold, 10, smoothIterations, in vertices, in edges, ref outputVertices, ref outputEdges, ref outputIndices, ref result);
- }
- }
- }
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